<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
<!--

/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->
    <title>glsl long variable name mapping tests</title>
    <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
    <script src="../../../resources/js-test-pre.js"></script>
    <script src="../../resources/webgl-test.js"> </script>
    <script src="../../resources/webgl-test-utils.js"> </script>
</head>
<body>
    <canvas id="example" width="50" height="50">
    There is supposed to be an example drawing here, but it's not important.
    </canvas>
    <div id="description"></div>
    <div id="console"></div>
    <script id="vshader_shared_uniform" type="x-shader/x-vertex">
        attribute vec3 vPosition;
        uniform mediump float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
        void main()
        {
            gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890);
        }
    </script>

    <script id="fshader_shared_uniform" type="x-shader/x-fragment">
        precision mediump float;
        uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
        void main()
        {
            gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0);
        }
    </script>

    <script id="vshader_uniform_array" type="x-shader/x-vertex">
        attribute vec3 vPosition;
        void main()
        {
            gl_Position = vec4(vPosition, 1.0);
        }
    </script>

    <script id="fshader_uniform_array" type="x-shader/x-fragment">
        precision mediump float;
        uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2];
        void main()
        {
            gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0);
        }
    </script>

    <script id="vshader_varying" type="x-shader/x-vertex">
        attribute vec3 vPosition;
        varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
        void main()
        {
            value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0;
            gl_Position = vec4(vPosition, 1.0);
        }
    </script>

    <script id="fshader_varying" type="x-shader/x-fragment">
        precision mediump float;
        varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
        void main()
        {
            gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0);
        }
    </script>

    <script id="vshader_local" type="x-shader/x-vertex">
        attribute vec3 vPosition;
        void main()
        {
            for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
            {
                gl_Position = vec4(vPosition, 1.0);
            }
        }
    </script>

    <script id="fshader_local" type="x-shader/x-fragment">
        precision mediump float;
        void main()
        {
            for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
            {
                gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
            }
        }
    </script>

    <script id="vshader_attrib" type="x-shader/x-vertex">
        attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
        void main()
        {
            gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0);
        }
    </script>

    <script id="fshader_attrib" type="x-shader/x-fragment">
        precision mediump float;
        void main()
        {
            gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
        }
    </script>

    <script>
        "use strict";
        description("Verify that shader long variable names works fine if they are within 256 characters.");

        debug("Test same long uniform name in both vertex shader and fragment shader");
        var wtu = WebGLTestUtils;
        var gl = wtu.create3DContext("example");
        var program = wtu.setupProgram(gl, ["vshader_shared_uniform", "fshader_shared_uniform"], ["vPosition"]);
        shouldBeNonNull("gl");
        shouldBe("gl.getError()", "gl.NO_ERROR");
        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
        shouldBeNonNull("prog");
        var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890");
        shouldBeNonNull("valueLoc");
        shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
        var activeUniform = gl.getActiveUniform(prog, 0);
        shouldBeNonNull("activeUniform");
        shouldBe("activeUniform.type", "gl.FLOAT");
        shouldBe("activeUniform.size", "1");
        shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'");
        gl.uniform1f(valueLoc, 1.0);
        drawAndCheckPixels(gl);
        shouldBe("gl.getError()", "gl.NO_ERROR");
        debug("");

        debug("Test long uniform array name");
        var gl = wtu.create3DContext("example");
        var program = wtu.setupProgram(gl, ["vshader_uniform_array", "fshader_uniform_array"], ["vPosition"]);
        shouldBeNonNull("gl");
        shouldBe("gl.getError()", "gl.NO_ERROR");
        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
        shouldBeNonNull("prog");
        var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]");
        shouldBeNonNull("redLoc");
        var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]");
        shouldBeNonNull("greenLoc");
        shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
        var activeUniform = gl.getActiveUniform(prog, 0);
        shouldBeNonNull("activeUniform");
        shouldBe("activeUniform.type", "gl.FLOAT");
        shouldBe("activeUniform.size", "2");
        shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'");
        gl.uniform1f(redLoc, 1.0);
        gl.uniform1f(greenLoc, 0.0);
        drawAndCheckPixels(gl);
        shouldBe("gl.getError()", "gl.NO_ERROR");
        debug("");

        debug("Test long varying name");
        var gl = wtu.create3DContext("example");
        var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]);
        shouldBeNonNull("gl");
        shouldBe("gl.getError()", "gl.NO_ERROR");
        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
        shouldBeNonNull("prog");
        drawAndCheckPixels(gl);
        shouldBe("gl.getError()", "gl.NO_ERROR");
        debug("");

        debug("Test long local variable name");
        var gl = wtu.create3DContext("example");
        var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]);
        shouldBeNonNull("gl");
        shouldBe("gl.getError()", "gl.NO_ERROR");
        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
        shouldBeNonNull("prog");
        drawAndCheckPixels(gl);
        shouldBe("gl.getError()", "gl.NO_ERROR");
        debug("");

        debug("Test long attribute name");
        var gl = wtu.create3DContext("example");
        var program = wtu.setupProgram(gl, ["vshader_attrib", "fshader_attrib"], ["vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"]);
        shouldBeNonNull("gl");
        shouldBe("gl.getError()", "gl.NO_ERROR");
        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
        shouldBeNonNull("prog");
        shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1");
        var activeAttrib = gl.getActiveAttrib(prog, 0);
        shouldBeNonNull("activeAttrib");
        shouldBe("activeAttrib.size", "1");
        shouldBe("activeAttrib.type", "gl.FLOAT_VEC3");
        shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'");
        drawAndCheckPixels(gl);
        shouldBe("gl.getError()", "gl.NO_ERROR");
        debug("");

        function drawAndCheckPixels(gl)
        {
            var vertexObject = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
            gl.enableVertexAttribArray(0);
            gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 3);

            // Test several locations
            // First line should be all black
            wtu.checkCanvasRect(gl, 0, 0, 50, 1, [0, 0, 0, 0]);

            // Line 15 should be magenta for at least 10 pixels starting 20 pixels in
            wtu.checkCanvasRect(gl, 20, 15, 10, 1, [255, 0, 255, 255]);

            // Last line should be all black
            wtu.checkCanvasRect(gl, 0, 49, 50, 1, [0, 0, 0, 0]);
        }

        var successfullyParsed = true;
    </script>
    <script src="../../../resources/js-test-post.js"></script>
</body>
</html>
